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Author Topic: A new M2 that doesn't work  (Read 953 times)

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Dubieman

  • Guest
A new M2 that doesn't work
« on: 11 May 2004, 22:48:29 »
I have my citadel for my enemy troops and in it is a static pk which is basically the same as the m2 but its a PK machine gun.

My gun pk1 is set up so when west enters the area, the gunner jimmy gets in it. This way the light doesn't make the human players suspicious as this is MP. This is done via trigger, jimmy moveingunner pk1.
My problem is when ppl take over the gun. My trigger is set to the following. condition:NOT ALIVE jimmy activation:jimmi moveingunner pk1; jimmi assignasgunner pk1

That way when jimmy dies, jimmi takes over, and when jimmi dies I have another trigger that puts jimmu in the gunner position.

The PROBLEM: When jimmi takes over he gets in gun and then jumps out for no reason. Then once I kill jimmi, jimmu gets in then out.
What's causing this? >:(
 :P

Kammak

  • Guest
Re:A new M2 that doesn't work
« Reply #1 on: 12 May 2004, 05:23:37 »
I changed your trigger On Activation commands order and then it worked - try:

jimmi assignasgunner pk1;jimmi moveingunner pk1

and then

jimmu assignasgunner pk1;jimmu moveingunner pk1

on the second trigger.

Offline Taggart

  • Members
  • *
Re:A new M2 that doesn't work
« Reply #2 on: 12 May 2004, 12:53:28 »
Personally I would not assignasgunner at all but use the moveingunner only in two triggers

Condition: not(alive jimmy)
Activation: jimmi moveingunner pk1
and
Condition: not(alive jimmy) and not(alive jimmi)
Activation: jimmu moveingunner pk1

Would like to see this solved myself.  :P
Tried in vain got an artery

Kammak

  • Guest
Re:A new M2 that doesn't work
« Reply #3 on: 12 May 2004, 18:46:32 »
Taggart - That produces the same results as his original problem.  

assignasgunner then moveingunner works flawlessly when it I try it.

Dubieman

  • Guest
Re:A new M2 that doesn't work
« Reply #4 on: 12 May 2004, 20:10:17 »
Yeah I started with just moveingunner but no luck and then  moveingunner assignas gunner.

Your way worked.THanks for showing me something so simple. :P ::)

 ;)

My human players working together in this coop will be scared of this MG. Kill first gunner and boom another one jumps in. Then boom another jumps in after. Scary.

Is there a way to delay the alternate gunners getting in?
They appear as soon as the first guy dies. Little unrealistic.... :(
« Last Edit: 12 May 2004, 20:12:23 by GuiltyRoachKilla »

Kammak

  • Guest
Re:A new M2 that doesn't work
« Reply #5 on: 12 May 2004, 20:24:42 »
I played with that too, and I think -

jimmi assignasgunner pk1;[jimmi] ordergetin true

looks and plays better than just "moveingunner"...and you get a reasonable delay while he crawls over and mounts it.